Marvelous Designer to Zbrush Workflow / Clean topology with Subdivision(Maya Required)

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hi guys to clip this back here and today we will be showing you how you can get a clean topo for your marvelous simulation like this and so have some subdivisions also have some thickness so how you can get that I will be showing you in this video so let's start here is the Cape now I'm going to export it first select the mesh for ID export export selected and I will replace it on this Cape so select the key saves yes and the setting would be single object and will thin and centimeter and UV coordinate that will be fine export now this mess is exported now I want to have another sled version of filter so I will click on this one which is reset to D lineman it will align the pattern in 3d view and go to again fiery export export selected fix put in same setting now rename it to flight or something else you want so now the same setting everything else UV coordinate centimeter single object unwell now export so I have we have two version of it one is the food and one is two flight now we're going to import a flat object induce aggression yes import a flat so we have this this is the triangular mesh as we can see now what do you need to do let's do this one so I should not accidentally mess anything unless this is a diamond shape with the geometry we should have you should type a lower value let's see what depend so this is our low low poly version of that piece it is necessary to have a bigger part than having this small triangles we need to have bigger fourth so that we can get a subdeacon level of it I will explain it later select this one now expose this one I took these options on to the top they are around here the Xbox setting protection while in group I need only the mesh nothing else so now I'm going to export it by clicking this now I will save this to escape cheap fresh end of this process you will have three oh yes like this one is K which is came from marvelous the post version of it which contains the holes and anything else then the flat version which contains that 2d version shape and third is the Cape ZBrush which is the ramesh version we what do get from ZBrush so we have these three meshes let's take these three meshes to Maya [Music] so yeah let's open our outline now so I will remove the namespace from here so that it will be easier to understand you don't need to do it but I will do it with no general editor namespace editor delete March it parent select a module and select delete okay so this is our cape [Music] this is a slide see fresh okay so we have three objects here let me turn on wireframe lighting so as you can see we have the triangle version of it and the court version and the post per channel like which have the folds and everything else so before we move in we need to clean up this one this edge it should go directly to the order it's fine you can change anything you want yeah you can you want you can add some cuts also there for fine clothes but it will it will stay at the end of your model result so be careful of that now if we open the UV editor [Music] okay so this is my UV editor if we say it's always that we don't have the ZBrush UV but we have the pattern movies and the same use are shared with this object also so these two objects have the same movies if you see because we get it returned from marvelous and not getting you is here make sure you turn on the unified movies in modulus right about here so yeah and before we moving any further make sure you subscribe so that you will update it with painting future videos and make sure you hit that like button if this helps you so these two objects are same movies this same ramesh version operators and have any movies so first we need to transfer these movies to this one okay means the triangulated movies should be in this room we didn't mesh one so for that select this one and ships the like this one now let's go to mesh transfer attribute now I will use it it okay so here vertex position should be off off and sets should be on all its it will fine if you do it in all it's fine if you do it in current you will find color sets should be off okay then samplings hue space from local okay so these are the settings of of all of local then apply so if you see it here and you need to clean the history of both of this if I select now this one now if you the this object and this object the UV borders are same in the same position so now we have three objects which have same Muys not same use the user the same position yeah in my thinking okay so this is and this this should be same question so now waiting to we need to move this zremesh version here so how do we should do that so that so we know the U visa at the same position so that's why our heavy boot settings sampling space should be unique because it it will sample our U is to match this mesh to this mesh okay so our sampling should be UE and now we want this mesh is go through and this mesh should be bling with this mesh so our vertex position should be at the same place this this mesh vertex should here okay so that's why we're turning on this vertex position on okay so it's nothing to do with the way our UV sets that's why we're now turning of it okay so there's two shading settings I will show both of those in this screen okay first one should be vertex position off vertex normal off UV set all color offset off and samplings spray sampling space should be local that's the first one and the second one should be vertex position on vertex normal of UV sex off-color offsets off and sampling square should be you okay you can repeat that part of video if you don't understand it okay so now select this mesh because this is our source and this is our target select this one select this one shape select this one and now apply so because our mesh has transformation will do because I moved it other other than it will directly go to that place okay so it's have those all the silverton everything else but the no problem is our this mesh have lots of small density and this mesh has bigger parts that so it's not capturing all the details so what we're going to do we will add a smooth okay or you can add a select make edit mesh head division okay you can try both this working fine so I will I will get this density to it now if you want to make sure that all the silhouettes are captured just eyeball the quad size from this and this it should be aprox matched that's then that will point to capture all the details okay so now we will project it again select this one select this one and apply so the thing to remember here we had to smooth before matching this one that will be necessary what I why I will tell you in ZBrush so we added two divisions to this mesh we added two division to this mesh to catch all the years okay why that's necessary I will tell in a bit so now we have a clean topology mesh here now I will export it and it with the brush export selection next of YouTube [Applause] [Music] [Music] okay I will name it something like that minimize it minimize it let's go to ZBrush we don't need this one it decided let's import that new clean topo mesh and turn on the double if you couldn't find it display properties here level okay so so panel loops let's go to panel loops because it's cloth so it's need its thickness geometry so each I'm a tree edge loops its loops and the panel loops okay so in the panel loops the polish should be a zero the table should be zero elevation is minus hundred and the loops here is the dip how much division you did to this mesh we have to square it and put the value over here okay so added two divisions that means I need to add four troops [Music] okay that's all for two let's see first the panel looks okay so it will add some banner groups now if you reconstruct it it will get its divisions okay so as you see not only I have the pink top oh I have a lower division for it so that I could manipulate it much easier right so yeah so I have marvelous mesh which came in ZBrush and added division in Maya and reconstruct in ZBrush so it sounds complicated but it's not believe me if you follow the step with my bit you will understand by doing once this one so yeah that's all so now I have a clean Rojo really now you can add more division and thickness anything what do you want so yeah I think this video will help you in any case you think that this video is how do you make sure you subscribe and like this video and share with your friends and it will make my date see you guys bye bye
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Channel: 3D Tips
Views: 74,107
Rating: undefined out of 5
Keywords: marvelous designer, game art, games art, how to, digital sculpting, learning zbrush, zremesher, 2019, zbrush 2019 zremesher, ZBRUSH TUTORIAL, PANELLOOP, CLOTH, MODELING, TECHNIQUES, zbrush tips, 3d tips, tut, tutorial, zbrush, modeling, sculpting, bandages, imm, zbrush tutorial for beginners, Michael Pavlovich, md, 3d, levelup, sculpt, clothing, #hangoutsonair, hangouts on air, #hoa, marvelous designer tutorial, marvelous designer tutorial beginner, art school, art fundamentals, substance painter
Id: eVI19zc69bU
Channel Id: undefined
Length: 16min 49sec (1009 seconds)
Published: Thu Apr 18 2019
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